Professional Documents
Culture Documents
Chronicles takes a
look at the
Warhammer game,
its rules,
background and
game mechanics,
frequently stolen
from in-progress
developments
here at the Studio.
It also acts
as a forum
for dedicated
Warhammer players
who have produced
inspired, well
thought out and
exciting additions
to the game.
If you have
a good item for
Warhammer
Chronicles then
write to:
Gav Thorpe
(Warhammer
Chronicles)
Games Workshop
Willow Road, Lenton
Nottingham, NG7 2WS
Please note that any
letters containing
rules queries, requests
for a Mercedes Benz,
or cooking recipes etc.
will be terminated
with Extreme
Prejudice. You have
been warned!
arhammer
chronicles
By Gav Thorpe
Here for your scrutiny is the new Wood Elf work in progress list. It replaces
the one in Ravening Hordes and offers a hint of stuff to come in the future
Wood Elf Armies book. Please use it in your battles and let Alessio know your
impressions.
Wood Elves
Special rules
All units in a Wood Elves army
(except flyers) ignore the
movement penalties for moving
through woods.
All Wood Elves non-magical arrows
are Armour Piercing at short range
(see page 90 of the Warhammer
rulebook).
Wood Elves never suffer the normal
-1 to hit penalty when shooting at
long range.
Wood Elf Archmages may use any
lore of magic from the Warhammer
rulebook and get a +1 bonus to
the total rolled when casting spells
from the Lore of Beasts or the Lore
of Life. Wood Elf Mages may only
use the Lore of Beasts and the Lore
of Life.
All Wood Elf Wizards know the
Tree-Singing spell in addition to
their normal spells. This spell has a
casting value of 4+. It can be cast
on any wood within 18" of the
caster, provided that there are no
enemy models inside it. It can be
cast on woods containing Wood Elf
units, but the entire unit must be
inside the wood. If one or more of
the units models are outside the
Wood, the spell cannot be cast on
it. If cast successfully, the wood can
be moved D6+1" in a direction
nominated by the caster before
rolling. The wood must stop as
soon as it comes into contact with
any other unit or piece of terrain.
Friendly troops which are entirely
inside the woods move together
with the wood, but must end their
move at least 1" away from enemy
models. Troops that move with the
wood count as having moved for
the next shooting phase. Each
wood can only be moved once per
Magic phase.
Wood Elves almost invariably fight
defensive battles against invaders of
the their hidden realms. Their
armies very rarely venture out of
their sylvan realm. The following
rule represents this:
In Pitched Battles (Scenario 1 on
page 199 of the Warhammer
rulebook), just after the roll for
table side, the Wood Elf player can
place one extra wood anywhere in
his own half of the table (covering
a maximum area roughly as large as
a circle of 3" radius). They also
have a +1 on all the rolls made
during deployment: to choose the
table side, to decide who starts
deploying and who goes first (in
Amber Amulet
25 pts
Bearer recovers 1 Wound at the start
of each of his turns (stops working if
the bearer is killed).
ENCHANTED ITEMS
Wood Elves
Magic items
You may choose magic items for your
characters and units from the
following list and/or the common
magic items on page 154 of the
Warhammer rulebook.
MAGIC WEAPONS
The Spirit Sword
75 pts
Wounds automatically. Saves are
modified by the Strength of the user.
Hunting Spear
55 pts
Replaces the characters longbow.
Counts as a magical hand weapon
with no particular power in close
combat. It can also be thrown like a
javelin with a range of 18". If it hits, it
counts as a bolt thrower with
Strength 6. After resolving the
damage, the spear will fly back into
the hands of the bearer. Note that you
may Stand & Shoot with this spear.
Blade of Fury
50 pts
The bearer gains +2 Attacks when
fighting with this sword.
Bow of Loren
40 pts
Replaces the characters longbow. The
Bow of Loren has a 36" range. It fires
a number of shots equal to the
bearers Attacks at his Strength. All
shots must be directed at the same
target and count as magical.
Hail of Doom Arrow
25 pts
When fired, the arrow splits into 3D6
magical S4 arrows. Roll to hit for each
arrow. One use only.
MAGIC ARMOUR
Shield of Ptolos
15 pts
Counts as normal shield (6+ armour
save). Gives the bearer a 1+ armour
save against missile attacks that
cannot be improved by any means.
TALISMANS
Vambraces of Lightning
30 pts
The bearer has a 5+ Ward save.
ARCANE ITEMS
Wand of Jet
50 pts
Adds 1 dice to the Wood Elf armys
pool of magic dice in each players
turn.
Potion of Knowledge
25 pts
Can be drunk during any Wood Elf
Magic phase. Bearer may cast a single
spell for free (counts as being cast at
the spells casting value). One use
only.
MAGIC BANNERS
Banner of the Forest
100 pts
The bearer and all friendly units
within 12" are immune to psychology.
Banner of the Lynx
40 pts
If the bearer or the unit he is with flee
from a charge and are not destroyed
by the charging enemy, they rally
immediately and can act normally in
their next turn.
Banner of the Bear
20 pts
Enemies in base contact with the
bearer or the unit he is with never
count the +1 outnumbering bonus
when working out combat resolution.
LORDS
CHOOSING CHARACTERS
Characters are divided into two broad
categories: Lords (the most powerful
characters) and Heroes (the rest). The
maximum number of characters an army
can include is shown on the chart
below.
Army Value
< 2,000
2,000-2,999
3,000-3,999
+1,000
Maximum
Characters
0-3
0-4
0-6
+2 max
Maximum
Lords
0
up to 1
up to 2
+1 max
M
5
WS
7
BS
7
S
4
T
3
W
3
I
8
A
4
Ld
10
M
5
WS
4
BS
4
S
3
T
3
W
3
I
5
A
1
Ld
9
HEROES
GLADE GUARDIAN*............................................ 80 points each
Glade Guardian
M
5
WS
6
BS
6
S
4
T
3
W
2
I
7
A
3
Ld
9
M
5
WS
7
BS
4
S
4
T
3
W
2
I
8
A
3
Ld
9
CHARACTERS MOUNTS
Here are the profiles for mounts that
can be ridden by Wood Elf characters.
M WS BS S T W I A Ld
Elven Steed 9 3 0 3 3 1 4 1 5
Giant Eagle 2 5 0 4
Special Rules: Fly
4 3 4 2 8
Unicorn
10 5 0 4 4 1 5 2 8
Special Rules: +2 Strength on the
charge. Rider and unit he is with have
Magic Resistance (2).
Green
Dragon
6 6 0 6 6 6 3 5 8
Special Rules: Large Target; Terror; Fly;
Breath Weapon (Strength 2, -3 armour
save). A Dragon counts as a Hero choice
in addition to its rider.
M
5
WS
4
BS
4
S
3
T
3
W
2
I
5
A
1
Ld
8
CHOOSING TROOPS
Troops are divided into Core,
Special and Rare units. The number of
units of each type that are available to you
depends upon the points value of your
army. This is indicated on the chart
below.
Army Value
< 2,000
2,000-2,999
3,000-3,999
+1,000
Core
2+
3+
4+
+1
Special
0-3
0-4
0-5
+1
Rare
0-1
0-2
0-3
+1
UNIT ENTRIES
CORE UNITS
ARCHERS ................................................... 13 points per model
Archer
Hawkeye
M
5
5
WS
4
4
BS
4
5
S
3
3
T
3
3
W
1
1
I
5
5
A
1
1
Ld
8
8
Unit Size: 5+
Weapons & Armour: Hand weapon, longbow.
Options:
Any unit may upgrade one Archer to a Musician for +6 pts.
Any unit may upgrade one Archer to a Standard Bearer for +12 pts.
Any unit may upgrade one Archer to a Hawkeye for +6 pts.
M
5
5
9
WS
4
4
3
BS
4
4
0
S
3
3
3
T
3
3
3
W
1
1
1
I
5
5
4
A
1
2
1
Ld
8
8
5
Unit Size: 5+
Weapons & Armour: Hand weapon, light armour, shield and spear.
Options:
Any unit may swap their spears and shields for longbows for +4 pts/model.
Any unit may upgrade one Glade Rider to a Musician for +8 pts.
Any unit may upgrade one Glade Rider to a Standard Bearer for +16 pts.
One unit in the army may carry a magic banner worth up to 50 pts.
Any unit may upgrade one Glade Rider to a Horse Master for +16 pts.
Special Rules: Fast Cavalry.
Glade Guard
Captain
M
5
5
WS
4
4
BS
4
4
S
3
3
T
3
3
W
1
1
I
5
5
A
1
2
Ld
8
8
SPECIAL UNITS
SCOUTS......................................................... 15 points per model
Scout
Pathfinder
M
5
5
WS
4
4
BS
4
5
S
3
3
T
3
3
W
1
1
I
5
5
A
1
1
Ld
8
8
M
2
WS
5
Unit Size: 1
Weapons & Armour: None.
Special Rules: Great Eagles can Fly
Glade Riders
BS
0
S
4
T
4
W
3
I
4
A
2
Ld
8
Warhawk Riders
M
5
5
WS
5
5
BS
4
4
S
3
3
T
3
3
W
1
1
I
6
6
A
1
2
Ld
8
8
Unit Size: 5+
Weapons & Armour: Two hand weapons.
Options:
Any unit may upgrade one Wardancer to a First Dancer for +14 pts.
Any unit may upgrade one Wardancer to a Musician for +7 pts.
Special Rules: Wardancers skirmish, are immune to psychology, and have a 6+
Ward save. They cannot be joined by characters, with the exception of a
Bladesinger. Their talismanic war paint gives them Magic Resistance (1). Each
turn in close combat they may choose one special wardance with the following
effects: Storm of Blades (+1 Strength), Whirling Death (the unit has the Killing
Blow special ability), The Shadows Coil (the unit is Unbreakable) or Woven Mist
(if the Wardancers are fighting to the flank or rear of enemy units and have a Unit
Strength of five or more, those units lose their rank bonus). You cannot choose
the same dance in two consecutive turns of the same combat engagement.
M
5
5
1
WS
4
4
4
BS
4
5
0
S
3
3
3
T
3
3
3
W
1
1
1
I
6
6
6
A
1
1
1
Ld
8
8
5
M
5
5
WS
4
4
BS
0
0
S
4
4
T
4
4
W
1
1
I
5
5
A
2
3
Ld
8
8
Unit Size: 5+
Weapons & Armour: None.
Options:
Any unit may upgrade one Dryad to a Forest Spirit for +16 pts.
Special Rules: Skirmish, cause fear. Their tough skin gives them an armour save of
5+. Dryads are shapeshifters and in close combat may choose to assume either the
Birch aspect (+1 A), Oak Aspect (+1 S, +1 T) or the Willow aspect (-1 A for attacking
models attempting to strike the Dryad). All the models in the unit assume the same
aspect and the effects only apply for the Close Combat phase. They cannot choose the
same aspect in two consecutive turns of the same combat engagement.
RARE UNITS
TREEMAN ................................................ 250 points per model
Treeman
M
6
WS
5
BS
0
S
5
T
6
W
5
I
2
A
4
Ld
10
Unit Size: 1
Weapons and Armour: None.
Special Rules: Flammable, cause terror, immune to psychology. Their thick bark
gives them a 3+ armour save. In combat they may elect to make a single S10 attack
doing D6 wounds instead of their normal attacks. If they lose a round of combat, but
do not suffer any wounds that Close Combat phase, they are not required to take a
Break test. Tree-Singing (this ability works like a bound spell with a power level of
4+ and casts the Tree-Singing spell).
M
5
5
WS
4
4
BS
5
6
S
3
3
T
3
3
W
1
1
I
5
5
A
1
1
Ld
8
8
Waywatchers